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Name: Gloom

Size/Type: Small Plant

Hit Die: 6D8(42hp)

Initiative: +1

Speed: 20ft

Armor Class:

Base Attack/ Grapple: +4/+3

Attack: Slam +6 (1d4-1)

Full Attack: +6 (1d4-1)

Space/Reach: 5ft/5ft

Special Attacks: Acid Spray, Ingrain

Special Qualities: Plant Traits, Sweet Scent

Save: +7 Fort, +3 Wis, +2 Ref

Abilities: Str 8, Dex 12, Con 15, Int 6, Wis 4, Cha 4

Skills: Hide +9, Move Silently +9

Feats: Stealthy, Weapon Finesse

Environment: Forest

Organization: Usually Solitary

Challenge Rating: 4

Treasure: Standard

Alignment: Always Neutral

Advancement: 8-9 HD (Medium)

Acid Spray (Ex): Once per three rounds, Gloom may spray a 15' cone of acid. It deals 1d6 acid damage per HD (Reflex half DC 15), and those who fail their save take a -4 penalty to AC for two rounds.

Ingrain: A Gloom may start to ingrain its roots into dirt below it as a full round action, afterwards as long as Gloom remains rooted it heals hitpoints equal to its HD at the end of Glooms turn. A gloom cannot move until its roots are destroyed or retracted.(Takes a Full Round action to retract)

Sweet Scent: Gloom gives off a Powerful scent, even creatures with no scent ability can smell Gloom easily. Breathing in this scent relaxes the creature and causes it to move slower and become less agressive giving a 5ft decrease in speed, and -1 to all attack rolls and skills. Will Save DC: 10 + Glooms HD to negate.

Plant Traits (Ex): A Gloom is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits and has low-light vision. Gloom have an Intelligence score and are thus affected by mind-affecting effects.

Skills and Feats: Gloom receive skills and feats as if they were magical beasts. A Gloom gains a +6 bonus to Hide checks made in vegetated areas.